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Author Topic: What's going on in your fort?  (Read 6216158 times)

Orange Wizard

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Re: What's going on in your fort?
« Reply #28410 on: March 22, 2013, 05:39:49 pm »

You can't do too much better than bronze as far as axes go.
What about steel? Heck, even iron has higher shear values than bronze. And both are decent for blunt weapons, too.
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Hard science is like a sword, and soft science is like fear. You can use both to equally powerful results, but even if your opponent disbelieve your stabs, they will still die.

Loud Whispers

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Re: What's going on in your fort?
« Reply #28411 on: March 22, 2013, 06:01:04 pm »

Turns out it was a she!

She got four pages of death. It wasn't a good death, very messy and was not merciful at all. Zuntir got the credited killing blow, though many mortal wounds had been delivered prior.

Which brings up the new problem!

There is another Necromancer, a Dwarf engineer called Kogan using its fallen comrade as ammunition to fight my Dwarves. Nothing my legendaries cannot handle, but its tempting to bathe the world in dust.

ZeroMcUrist

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Re: What's going on in your fort?
« Reply #28412 on: March 22, 2013, 06:44:47 pm »

So another goblin thief waltzes in (Bloody good for nothing locked doors) And in the process of his doom, manages to cut/break my axedwarfs hand. great.

So now I have two dwarves sitting around waiting to die because my hospital is not working. I need thread badly but I have no ability to make any. The soapery can't be made because the hospital keeps eating buckets. No soap=even more doom.

Oh and when i checked both wounded dwarves have lovers.
I sense a Tantrum spiral coming on. And I just made some (More) weapons xD
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Eric Blank

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Re: What's going on in your fort?
« Reply #28413 on: March 22, 2013, 09:33:20 pm »

You can't do too much better than bronze as far as axes go.
What about steel? Heck, even iron has higher shear values than bronze. And both are decent for blunt weapons, too.

Well, steel makes a somewhat more effective blade, but iron is a very close contender with bronze regardless. Once you've got a large supply of iron and bronze, you're more than an equal match for goblins, so long as you have well-trained soldiers. Steel armor just makes the difference all the greater. With my only source of iron being the goblinite that hasn't showed up yet, I am left to use cassiterite brought by the dwarven caravan to yield a supply of bronze. All I have naturally is sphalerite and tetrahedrite. Not an impressive arsenal when it comes to military uses, but I have green glass serrated discs to soften them up so under-equipped militia might not be a big deal.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.
Re: What's going on in your fort?
« Reply #28414 on: March 22, 2013, 10:45:55 pm »

Setting up a new sewer system with a large power room for water wheels, when suddenly a Hill Titan made entirely of steam attacked my fort. I called for the alarm for all civilians to retreat indoors while I stationed the (piss poor) militia I have at the gate to slow it down if it got inside. After I see what I think is the last dwarf inside the gate, I close it. Only to see more dwarves come a moment later. I reopen it and I see a flash of a B near the gate. I close the gate, the last few dwarves are on their own now.

"Where's the titan..." I say as I pause and go into the unit list. "Wild animal, wild animal, wild animal, the goblin I have caged... Where's the Titan? Did he leave already?" Scroll over to death list. Hill Titan. WTF? View reports and I see this:

The Recruit misses the Hill Titan!
The Hill Titan counterstrikes!
The Hill Titan misses the Recruit!

The Hill Titan charges at the Axedwarf!
The Hill Titan attacks the Axedwarf but He jumps away!
The Hill Titan rushes by the Axedwarf!
The Hill Titan is caught in a burst of steam!
The Recruit punches the Hill Titan in the body with his right hand, breaking away half the tissue!
The Hill Titan has been struck down!

Not only is it amazing that a recruit killed a Titan in one punch, but it is also amazing that a monster made of steam was destroyed by, essentially, waving the steam away.
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GuesssWho

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Re: What's going on in your fort?
« Reply #28415 on: March 22, 2013, 10:50:50 pm »

Hey, it makes sense . . .
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I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Eric Blank

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Re: What's going on in your fort?
« Reply #28416 on: March 22, 2013, 10:53:16 pm »

Perfectly normal for creatures made of gasses and liquids. They'll just poof right on out of existence at the tip of a hat.


Within my own fortress; I recently discovered that a second vampire had shown up, and after much toiling in the unit list, I found the most likely candidate to be a fishery worker who immigrated in Slate, three months ago, and hasn't eaten, drank, or admired our finely crafted beds since then, even though every other migrant in that wave has. He also killed a carpenter. Vampires like woodworkers, apparently. Must be the wood slivers giving them a nice flavor.

I've locked the newcomer in with the last vampire. Hopefully they become vampire buddies and provide much amusement for me.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Oaktree

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Re: What's going on in your fort?
« Reply #28417 on: March 22, 2013, 11:33:28 pm »

Bridge construction at Lashedbridge has begun.  Once the pier in the middle of the river was in  place the masons got to work getting iron blocks in place for the first arch using some wooden scaffolding.  While stockpiles were rebuilt the mason squads then worked on the green glass block paving of the trade road and/or roofing projects in the outpost defenses.

Militia squads are armored and training in the barracks.  Though this occurred after the fort militia commander was killed by ambushing goblins.  Luckily an easy replacement was found since a recent migrant wave included a sword master.  She was issued the fort's only set of steel armor, an artifact bronze shield, and a steel longsword.

Construction work was also interrupted by the arrival of the desert titan Upur Sitsuini Eve Lasiv aka "The Flicker of Tulips".   This horned towering grouse made of flame skittered around the area lighting the desert scrub on fire for a while, taking a few refreshing dips in the river, and then deciding to enter the fort perimeter and start fireballing the livestock in the upper pasture. 

Marksdwarf units deployed to a nearby roof to duel the titan once it stayed in range (long range sniping from fortifications while it gallivanted about proved ineffective).  The exchange was short with the titan being shot down into the pasture and then suffering decapitation from a wooden bolt soon afterwards.  It's shots at the dwarves proved largely inaccurate, and the livestock were only mildly singed.

The fortress proceeds into barony status now.  The primary goals now are finishing the second arch of the bridge and continuing with the paving of the Trade Road.  A coinstar facility is also on-line and will be used to help with squad training now as well.
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Flanderbland

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Re: What's going on in your fort?
« Reply #28418 on: March 23, 2013, 03:56:05 am »

I think there's a bug related to cave-ins...

I've previously mined out a large chunk of rock, and I used controlled cave-ins to do it (went faster that way), and everything went fine at first. It wasn't until I breached the caverns things started getting... weird.

This is what happens everytime I load the game:
Spoiler (click to show/hide)

Made no sense at first, I haven't dug in the place this happens (or anywhere near it) for like three years. It's no big deal, since all that happens is that some of my dwarves are knocked unconscious (it indirectly hits my statue garden), but it's quite annoying.

Well, now I noticed why this was happening:
Spoiler (click to show/hide)

There's mud. In an open space (several tiles of it actually, you just don't see it). The game doesn't seem to mind, except when you load it, because then it collapses (the mud remains though). It only started happening after I breached the caverns though, which also made plants start growing in those tiles. So now I got floating plants as well. Great. At least they disappear in the cave-ins.

On an unrelated note: Does anyone know a good way to reduce the amount of cats/kittens? As you can see in the second picture, close to the upper left corner, there's about a zillion cats (there are more than one/square). I'm butchering them as fast as I can, but the problem is that the sneaky bastards are getting tricky on me. They've figured out that if they "adopt" a dwarf, I can no longer kill them, so now they do that pretty much as soon as they're born. It's quite frustrating.
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Lich180

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Re: What's going on in your fort?
« Reply #28419 on: March 23, 2013, 07:53:02 am »

It sounds like an atom smasher would be perfect for reducing your cat population. Just be sure to seal it off and pasture all the cats in it before pulling the lever, or you will have a slight issue with upset dwarves.
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Loud Whispers

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Re: What's going on in your fort?
« Reply #28420 on: March 23, 2013, 08:01:47 am »

NOPE NOPE NOPE

I DID NOT KILL SINO

THERE ARE THREE NECROMANCERS

WHY DOES THIS KEEP HAPPENING

Mr Space Cat

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Re: What's going on in your fort?
« Reply #28421 on: March 23, 2013, 12:14:15 pm »

On an unrelated note: Does anyone know a good way to reduce the amount of cats/kittens? As you can see in the second picture, close to the upper left corner, there's about a zillion cats (there are more than one/square). I'm butchering them as fast as I can, but the problem is that the sneaky bastards are getting tricky on me. They've figured out that if they "adopt" a dwarf, I can no longer kill them, so now they do that pretty much as soon as they're born. It's quite frustrating.
That's why I always keep a cage near a butchers shop which I keep all excess kittens/cats in. I store them away as soon as they're born. They can't adopt dwarves nor do they take processing power for pathing, and if I want to "cull the herd" then it's a quick trip from the cage to the butcher's shop.

In fact I've pretty much started storing all my young animals in these cages to keep them safe until they grow up for butchering/war training. Less processing for the animals' pathing until they're old enough to actually do something useful.
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McDonald

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Re: What's going on in your fort?
« Reply #28422 on: March 23, 2013, 02:24:25 pm »

So...

My legendary weaponsmiths are constructing a new weapon: The Cat Grenade. A dwarf throws a !!Cat!! that upon impact catsplodes like a MIRV grenade and spreads Kittens everywhere which distract goblins by their fluffiness.

EDIT:
On an unrelated note: Does anyone know a good way to reduce the amount of cats/kittens? As you can see in the second picture, close to the upper left corner, there's about a zillion cats (there are more than one/square). I'm butchering them as fast as I can, but the problem is that the sneaky bastards are getting tricky on me. They've figured out that if they "adopt" a dwarf, I can no longer kill them, so now they do that pretty much as soon as they're born. It's quite frustrating.
Then make cat grenades!
« Last Edit: March 23, 2013, 02:48:37 pm by McDonald »
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Loud Whispers

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Re: What's going on in your fort?
« Reply #28423 on: March 23, 2013, 03:26:39 pm »

'Tradehawks' a adamantine amulet.

This is a adamantine amulet. All craftdwarfship is of the highest quality. It is encrusted with cushion marble cabochons and encircled with bands of adamantine, rope reed fiber and cushion schist cabochons. This object menaces with spikes of morion, ibex leather, marble and elf bone.
733200☼

Nice. Two Necromancers dead, one artifact constructed, one necromancer prowling the grounds, one child finally getting seen by Doc. Onul Bloodsharks for a broken skull, another child being brought to the hospital (in the most bizarre injury I've yet seen - the Dwarf had somehow fallen down a ramp and jammed its wrist into its hand, never seen Dwarves trip before) and the Moose pit is being maintained again.

Silentthunders builds!

Sutremaine

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Re: What's going on in your fort?
« Reply #28424 on: March 23, 2013, 09:54:50 pm »

Tweaked a streamlining mod, (so far) fixing a persistent crash issue and cutting down further on the variety of things entering the map and the stocks screen. So now I want to playtest the mod a little more.

The area I have settled on is within range of a demon-led goblin civ with lots of interesting creatures tamed, within range of the only tower in the world, has a cave stuffed full of vicious subterranean creatures, has thralling clouds, and is also extremely mountainous. Promises to be fun...

But hey, thralled necromancers lose their ability to raise dead, don't they?
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Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.
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